#version 460


layout(std140, binding = 2) uniform MaterialUbo
{
    int hasAbedoMap;
    int hasNormalMap;
} materialUbo;


layout(binding = 3) uniform sampler2D albedoImage;
layout(binding = 4) uniform sampler2D normalImage;

layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec2 inUV;

layout(location = 0) out vec4 outColor;

void main() {

    outColor = vec4(texture(albedoImage, inUV).rgb, 1.0);
    // outColor = vec4(inUV, 0., 0.);
    // outColor = vec4(inUV.x, inUV.x, inUV.x, 1.0);
}